11344806

Method for Rendering Game, and Method, Apparatus and Device for Generating Game Resource File

PublishedMay 31, 2022
Assigneenot available in USPTO data we have
InventorsMinjun XU
Technical Abstract

Patent Claims
17 claims

Legal claims defining the scope of protection, as filed with the USPTO.

1

1. A game rendering method, applied to a computing device having one or more processors and memory storing a plurality of programs to be executed by the one or more processors and the method comprising: obtaining at least one texture map required by the game rendering, the texture map comprising original texture data; performing fragmentation processing separately on each texture map to obtain a plurality of fragmented textures, each fragmented texture comprising a piece of fragmented texture data and marginal original texture data of a preset width surrounding the fragmented texture data; and encapsulating the fragmented textures corresponding to the texture map into a resource file, the each fragmented texture comprising the piece of fragmented texture data and the marginal original texture data; obtaining the resource file of a game; determining a target texture map required by a to-be-rendered mesh in a current running scene of the game; searching the resource file for the fragmented textures corresponding to the target texture map; and merging the fragmented textures corresponding to the target texture map for the game rendering, the each fragmented texture comprising the piece of fragmented texture data and the marginal original texture data.

2

2. The game rendering method according to claim 1 , wherein the performing fragmentation processing separately on each texture map to obtain a plurality of fragmented textures comprises: selecting each texture map in sequence, and cutting the selected texture map into rows according to a first preset specification to obtain a plurality of rectangular frames; performing a fragmentation process on the original texture data comprised in the selected texture map according to a second preset specification to obtain a plurality of pieces of fragmented texture data, and obtaining the marginal original texture data of the preset width around each fragmented texture data; and filling corresponding rectangular frames with the plurality of pieces of fragmented texture data and the marginal original texture data of the preset width, a filled rectangular frame forming a fragmented texture; a value of the first preset specification being greater than or equal to a sum of a value of the second preset specification and a value of twice the preset width.

3

3. The game rendering method according to claim 2 , wherein the filling corresponding rectangular frames with the plurality of pieces of fragmented texture data and the marginal original texture data of the preset width, a filled rectangular frame forming a fragmented texture comprises: reserving a margin of the preset width on each of an upper side and a lower side of each rectangular frame, and adding the margin of the preset width on each of a left side and right side of each rectangular frame, so that each rectangular frame has a central region and a marginal region surrounding the central region; and filling the central regions of corresponding rectangular frames with the plurality of pieces of fragmented texture data, and respectively filling the marginal regions of the corresponding rectangular frames with the marginal original texture data of the preset width surrounding the plurality of pieces of fragmented texture data, a filled rectangular frame forming a fragmented texture.

4

4. The game rendering method according to claim 1 , wherein the encapsulating the fragmented textures corresponding to each texture map into the resource file comprises: obtaining an attribute of each texture map, the attribute comprising an ID, a release type, and offset information, the release type comprising immediate release, automatic release, or a resident internal memory; generating a brief information table based on the attribute of each texture map; and storing the brief information table into a file header of the resource file, and storing the fragmented textures corresponding to each texture map into a file body of the resource file.

5

5. The game rendering method according to claim 4 , further comprising: after merging the fragmented textures corresponding to the target texture map for rendering: obtaining the release type of the target texture map from the file header of the resource file; releasing the dynamic loading rows occupied by each fragmented texture of the target texture map according to the obtained release type; and merging the recycled dynamic loading rows.

6

6. The game rendering method according to claim 1 , wherein the merging the fragmented textures corresponding to the target texture map for rendering comprises: cutting a preset dynamic loading region in an internal memory into rows according to the first preset specification, to form a plurality of dynamic loading rows; allocating an idle region of the dynamic loading rows by using a bin-packing algorithm; loading the fragmented textures corresponding to the target texture map in sequence into the idle region of the dynamic loading row; and reading the loaded fragmented textures from the dynamic loading rows and submitting the fragmented textures to a rendering engine of the game for rendering.

7

7. A computing device comprising one or more processors, memory coupled to the one or more processors and a plurality of programs stored in the memory that, when executed by the one or more processors, cause the computing device to perform a plurality of operations comprising: obtaining at least one texture map required by the game rendering, the texture map comprising original texture data; performing fragmentation processing separately on each texture map to obtain a plurality of fragmented textures, each fragmented texture comprising a piece of fragmented texture data and marginal original texture data of a preset width surrounding the fragmented texture data; and encapsulating the fragmented textures corresponding to the texture map into a resource file, the each fragmented texture comprising the piece of fragmented texture data and the marginal original texture data; obtaining the resource file of a game; determining a target texture map required by a to-be-rendered mesh in a current running scene of the game; searching the resource file for the fragmented textures corresponding to the target texture map; and merging the fragmented textures corresponding to the target texture map for the game rendering, the each fragmented texture comprising the piece of fragmented texture data and the marginal original texture data.

8

8. The computing device according to claim 7 , wherein the performing fragmentation processing separately on each texture map to obtain a plurality of fragmented textures comprises: selecting each texture map in sequence, and cutting the selected texture map into rows according to a first preset specification to obtain a plurality of rectangular frames; performing a fragmentation process on the original texture data comprised in the selected texture map according to a second preset specification to obtain a plurality of pieces of fragmented texture data, and obtaining the marginal original texture data of the preset width around each fragmented texture data; and filling corresponding rectangular frames with the plurality of pieces of fragmented texture data and the marginal original texture data of the preset width, a filled rectangular frame forming a fragmented texture; a value of the first preset specification being greater than or equal to a sum of a value of the second preset specification and a value of twice the preset width.

9

9. The computing device according to claim 8 , wherein the filling corresponding rectangular frames with the plurality of pieces of fragmented texture data and the marginal original texture data of the preset width, a filled rectangular frame forming a fragmented texture comprises: reserving a margin of the preset width on each of an upper side and a lower side of each rectangular frame, and adding the margin of the preset width on each of a left side and right side of each rectangular frame, so that each rectangular frame has a central region and a marginal region surrounding the central region; and filling the central regions of corresponding rectangular frames with the plurality of pieces of fragmented texture data, and respectively filling the marginal regions of the corresponding rectangular frames with the marginal original texture data of the preset width surrounding the plurality of pieces of fragmented texture data, a filled rectangular frame forming a fragmented texture.

10

10. The computing device according to claim 7 , wherein the encapsulating the fragmented textures corresponding to each texture map into the resource file comprises: obtaining an attribute of each texture map, the attribute comprising an ID, a release type, and offset information, the release type comprising immediate release, automatic release, or a resident internal memory; generating a brief information table based on the attribute of each texture map; and storing the brief information table into a file header of the resource file, and storing the fragmented textures corresponding to each texture map into a file body of the resource file.

11

11. The computing device according to claim 10 , wherein the plurality of operations further comprise: after merging the fragmented textures corresponding to the target texture map for rendering: obtaining the release type of the target texture map from the file header of the resource file; releasing the dynamic loading rows occupied by each fragmented texture of the target texture map according to the obtained release type; and merging the recycled dynamic loading rows.

12

12. The computing device according to claim 7 , wherein the merging the fragmented textures corresponding to the target texture map for rendering comprises: cutting a preset dynamic loading region in an internal memory into rows according to the first preset specification, to form a plurality of dynamic loading rows; allocating an idle region of the dynamic loading rows by using a bin-packing algorithm; loading the fragmented textures corresponding to the target texture map in sequence into the idle region of the dynamic loading row; and reading the loaded fragmented textures from the dynamic loading rows and submitting the fragmented textures to a rendering engine of the game for rendering.

13

13. A non-transitory computer readable storage medium storing a plurality of machine readable instructions in connection with a computing device having one or more processors, wherein the plurality of machine readable instructions, when executed by the one or more processors, cause the computing device to perform a plurality of operations including: obtaining at least one texture map required by the game rendering, the texture map comprising original texture data; performing fragmentation processing separately on each texture map to obtain a plurality of fragmented textures, each fragmented texture comprising a piece of fragmented texture data and marginal original texture data of a preset width surrounding the fragmented texture data; and encapsulating the fragmented textures corresponding to the texture map into a resource file, the each fragmented texture comprising the piece of fragmented texture data and the marginal original texture data; obtaining the resource file of a game; determining a target texture map required by a to-be-rendered mesh in a current running scene of the game; searching the resource file for the fragmented textures corresponding to the target texture map; and merging the fragmented textures corresponding to the target texture map for the game rendering, the each fragmented texture comprising the piece of fragmented texture data and the marginal original texture data.

14

14. The non-transitory computer readable storage medium according to claim 13 , wherein the performing fragmentation processing separately on each texture map to obtain a plurality of fragmented textures comprises: selecting each texture map in sequence, and cutting the selected texture map into rows according to a first preset specification to obtain a plurality of rectangular frames; performing a fragmentation process on the original texture data comprised in the selected texture map according to a second preset specification to obtain a plurality of pieces of fragmented texture data, and obtaining the marginal original texture data of the preset width around each fragmented texture data; and filling corresponding rectangular frames with the plurality of pieces of fragmented texture data and the marginal original texture data of the preset width, a filled rectangular frame forming a fragmented texture; a value of the first preset specification being greater than or equal to a sum of a value of the second preset specification and a value of twice the preset width.

15

15. The non-transitory computer readable storage medium according to claim 14 , wherein the filling corresponding rectangular frames with the plurality of pieces of fragmented texture data and the marginal original texture data of the preset width, a filled rectangular frame forming a fragmented texture comprises: reserving a margin of the preset width on each of an upper side and a lower side of each rectangular frame, and adding the margin of the preset width on each of a left side and right side of each rectangular frame, so that each rectangular frame has a central region and a marginal region surrounding the central region; and filling the central regions of corresponding rectangular frames with the plurality of pieces of fragmented texture data, and respectively filling the marginal regions of the corresponding rectangular frames with the marginal original texture data of the preset width surrounding the plurality of pieces of fragmented texture data, a filled rectangular frame forming a fragmented texture.

16

16. The non-transitory computer readable storage medium according to claim 13 , wherein the encapsulating the fragmented textures corresponding to each texture map into the resource file comprises: obtaining an attribute of each texture map, the attribute comprising an ID, a release type, and offset information, the release type comprising immediate release, automatic release, or a resident internal memory; generating a brief information table based on the attribute of each texture map; and storing the brief information table into a file header of the resource file, and storing the fragmented textures corresponding to each texture map into a file body of the resource file.

17

17. The non-transitory computer readable storage medium according to claim 16 , wherein the plurality of operations further comprise: after merging the fragmented textures corresponding to the target texture map for rendering: obtaining the release type of the target texture map from the file header of the resource file; releasing the dynamic loading rows occupied by each fragmented texture of the target texture map according to the obtained release type; and merging the recycled dynamic loading rows.

Patent Metadata

Filing Date

Unknown

Publication Date

May 31, 2022

Inventors

Minjun XU

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Cite as: Patentable. “METHOD FOR RENDERING GAME, AND METHOD, APPARATUS AND DEVICE FOR GENERATING GAME RESOURCE FILE” (11344806). https://patentable.app/patents/11344806

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